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<blockquote data-quote="5ekyu" data-source="post: 7484730" data-attributes="member: 6919838"><p>Again, what works for your game is just friggin' fantastically doodlely wonderful.</p><p></p><p>For my games, taking a task like say jump (or say another strength task like say lifting) where the basic "what you can do fine with no risk, no action, no trouble" is entirely varying per individual and keyed to strength... taking that task and then saying "but now i will set the DC for "a little bit more" and totally divorce it from the "same thing it would be based on if it were 2' shorter" produces rather inconsistent results which lets weaker characters do "a little better than normal" with a higher confidence than the stronger more athletic one does. </p><p></p><p>It would be as if i were staging a drinking contest - drink 10 flagons of ale - and had the halfling, the human and the huge giant face the same DC because i wans't going to adjust for their size.</p><p></p><p>its like say - to go to a more strength related point - if i had a halfling loaded to his carry capacity at str -8 and a brawler str-18 prof athletics loaded to his str 18 capacity and i wanted each to carry 2lb more. Were i to assess a DC for "fatigue" after a while of lugging that around because you were overloaded, it would not be based on the whole weight carried (the acceptable no problem weight and the amount of extra weight) as a total DC. Most folks would think "the extra 10lbs on top of 240 is practically nothing, but the extra 10lbs on top of 120 might be noticeable as far as long term fatigue would seem. (Both can carry encumbrance penalties of course and again we see those scaling based on "the safe weight/strength and how much over - not a total factor.)</p><p></p><p>But sure, for jumping, any Gm can rule that unlike a bit of the other strength stuff its gonna be based on a total not the overage compared to the baseline and thats scrumdiddlicious for games where that kind of thing makes sense.</p><p></p><p>its all good.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7484730, member: 6919838"] Again, what works for your game is just friggin' fantastically doodlely wonderful. For my games, taking a task like say jump (or say another strength task like say lifting) where the basic "what you can do fine with no risk, no action, no trouble" is entirely varying per individual and keyed to strength... taking that task and then saying "but now i will set the DC for "a little bit more" and totally divorce it from the "same thing it would be based on if it were 2' shorter" produces rather inconsistent results which lets weaker characters do "a little better than normal" with a higher confidence than the stronger more athletic one does. It would be as if i were staging a drinking contest - drink 10 flagons of ale - and had the halfling, the human and the huge giant face the same DC because i wans't going to adjust for their size. its like say - to go to a more strength related point - if i had a halfling loaded to his carry capacity at str -8 and a brawler str-18 prof athletics loaded to his str 18 capacity and i wanted each to carry 2lb more. Were i to assess a DC for "fatigue" after a while of lugging that around because you were overloaded, it would not be based on the whole weight carried (the acceptable no problem weight and the amount of extra weight) as a total DC. Most folks would think "the extra 10lbs on top of 240 is practically nothing, but the extra 10lbs on top of 120 might be noticeable as far as long term fatigue would seem. (Both can carry encumbrance penalties of course and again we see those scaling based on "the safe weight/strength and how much over - not a total factor.) But sure, for jumping, any Gm can rule that unlike a bit of the other strength stuff its gonna be based on a total not the overage compared to the baseline and thats scrumdiddlicious for games where that kind of thing makes sense. its all good. [/QUOTE]
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